Ashley's Forum Posts

  • Currently you have to have one Sprite instance per 3D shape instance for it to work. Otherwise there's no way to specify what frame you want - 3D shape doesn't store any sprite properties (or tiled background properties) itself, so you need another instance to take the properties from.

  • So long as there's the same number of sprite and 3D shape instances, the engine pairs them up and applies each Sprite's properties to each 3D shape's face. Try it in a empty project and you'll see how it works: dropbox.com/s/3o3tr1i7f1d7601/sprite-3d-faces.c3p

  • Without knowing more, I would speculate that issues like this are graphics driver bugs on the device, which will affect all content running on the device no matter the technology involved. They can be nigh-on impossible to work around and only the device manufacturer can fix them.

  • Yep, you need both components to handle rotation, as well as to properly handle 3D views. (In fact for that you need three components, which the expressions in 3D Camera use.)

  • Add the sprite used for one of its faces to the layout and change its initial frame, and it should update all the 3D shapes.

    If you want an individual setting for each 3D shape, put the sprite used for one of its faces in a container with the 3D shape. Any time you change the Sprite's frame it will update the 3D shape too.

  • That should already be possible with the existing script interfaces.

  • Where possible, use the "Request project file" action to load project files. This lets you choose the file from a dropdown list and handles cross-platform quirks automatically for you.

    If you're using "Request URL" and entering the name of a project file, you'll need to enter it all in lowercase, as (for historical reasons) Construct lowercases all filenames on export, and platforms like Android are case sensitive.

  • One of Construct's aims is to help teach programming concepts, and reduce the gap to jumping to a real programming language. The right arrow → Number style is designed to be reminiscent of programming language syntax which in some languages uses a trailing -> type for the return type, e.g. fn is_divisible_by(lhs: u32, rhs: u32) -> bool in Rust. So the aim is to make this concept more familiar to people working in event sheets. The whole concept of functions is already modeled on the programming language concept, as are many other things about event sheets.

    I wasn't sure how best to convey "copy picked", especially as it is a concept unique to event sheets and therefore not something you can find examples of in other programming languages. I thought it would be better to show it than to not show it, as hidden properties that change how things work are often a source of frustration and confusion. Plain text seemed the least ambiguous thing to do. Maybe it could be different though? I'm not sure what would be best.

  • I'm not sure what exactly you would want to do with such an interface. What kind of manipulation or handling are you talking about?

  • We are reading all the feedback in this thread and we're still interested in hearing more. However much like the feature suggestion platform, it's challenging to deal with the volume and scope of comments. People sometimes suggest things encompassing year's worth of work. It can be difficult both for users, and even for us, to establish how long anything will take or how feasible it would be. Some things would take several weeks just to review, understand, design a plan for, and investigate the necessary technical work involved. Often what sounds like a throwaway remark or a "simple" feature can open up a whole load of unexpected challenges, raise the prospect of fundamental redesigns, or have complicated tradeoffs like simplifying one specific type of use while making another type of use more difficult. All this plus the fact we get huge amounts of feedback and have limited time makes it difficult to respond to every single comment. However we are reading and we are interested in more feedback.

    Just on drawing directly on the layout, I like the idea and I appreciate how it would be useful to animators who want quick results. However I think it would involve a fundamental reworking of the editor, which makes it difficult to act on. The Animations Editor is complex and has already had year's worth of development on it. It has loads of user interface sections that would be challenging to fit in to the existing interface without just making a complicated mess. It's also not clear to what extent its features apply to free-form drawing (what about frame-by-frame animations? what does cropping or resizing mean in a free form drawing? are collision polygons necessary to? etc. etc.) It would be good to discuss all this if we were building from the ground up. But the practical reality is we're working from the starting point of Construct 3. It would be much more feasible to think about how to make it easier to use what we've got. I know that imposes limitations, but meanwhile I've seen other animation tools that have nothing remotely sophisticated as Construct's Animation Editor for drawing and seem to rely largely on importing resources, let alone Construct's event sheets for interactivity or procedural logic. We're not trying to out-do Adobe Animate, just like Construct 3 isn't trying to out-do Unity. Our goal is to design something that is useful to at least some portion of the market, and I am confident we can do that, even if it doesn't do everything imaginable.

  • I don't think a "in exponential, out elastic" tween can be automatically designed. Would it just paste exponential in for the first 50% and elastic for the second 50%? It might not line up, so it would jump in the middle.

  • Maybe as a quick work around, have the first timeline set to Start on Layout 1 by default?

    The problem is timelines aren't actually associated with a layout - they are essentially global and can be used on any layout, and so there also isn't really a good "default layout" to play them on, according to the current design. The default for the first timeline could be changed, but then the first timeline works differently to any timelines you add next. In my experience that just moves the stumbling block for beginners - the question just moves from "why doesn't my first timeline play?" to "why doesn't my second timeline play?". Even if you have to figure out how to play the first timeline, at least you've learned the principle and can apply that to any timeline, instead of relying on defaults you haven't found out about yet.

    I agree that it would be nice to have a smoother experience for first-time visitors, but I'm not sure how to best solve this without introducing a new inconsistency.

    Maybe have it use the framerate from the first timeline?

    We don't yet have a property named 'framerate' for timelines... do you mean what we currently call 'Steps per second'?

    Maybe an export option for making the bottom layer background transparent then?

    Well, what is the bottom layer? That is a surprisingly difficult question. What if the bottom layer has sub-layers? Maybe it's the last sub-layer? But that is drawn after the root bottom layer, and could well be transparent anyway. What about the root bottom layer? That could actually be transparent and only used for a compositing effect, and in fact a sub-layer has the opaque background. There could be multiple sub-layers with opaque backgrounds, some used for fade effects, and only one truly being the background.

    I don't think there is actually a good way to automatically identify "the background layer", so I don't think we can make a reliable setting for it, hence the advice in the dialog instead - presumably the project author knows!

    The original post was full of swear words; I've removed them. Even after that the post is full of abusive language towards the author of the template. This is completely unacceptable and regardless of the merit of any claims or criticism, it goes far beyond any reasonable or good-faith critique. The Forum & Community guidelines are written specifically to avoid this kind of post.

    The author of the post has been banned in the past and repeatedly warned about breaking the Forum & Community guidelines and it was previously made clear to them they were on absolutely their last chance. They have now been banned. Thread closed.

  • See collaborating on projects in the manual.

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  • I thought Safari did support it.

    Either way, you can record a WebM video and convert it afterwards with a tool like ffmpeg or some of the free online services that can do video conversion.